Sorcerer
Base Class: Sorcerer

Everyone and everything is at your fingertips. Weave magical threads throughout the battlefield to attack, entangle, or take control of all manner of things. Command people as if they were a puppet on strings. Puppet Master are not necromancers, however, they may take control of the bodies of the dead. It does not matter what state the body is in so long as there is something to stitch together. You may also use these strings to aide allies to improve their combat checks.

Magical Marionetter

Beginning at 1st level Puppet Masters are able to create strings of magic to attach to and interact with objects such as doors, windows, chairs, traps, etc. Intricate interactions that would require a skill check remain unavailable.

Puppet Masters do not use weapons in a usual sense, and may never want to be seen much less be on the frontline of a fight. Instead they prefer to use tools controlled by their magical strings from afar. However, if needed they may use their strings as whip to make a range attack dealing 1d6 slashing damage. Their primary act of attacking is to use their puppets or take command of dead or incapacitated foe(s) to act as a vanguard. A controlled foe may conduct all of it's attacks as normal, however, the Puppet Master will not have access to a creatures skills or spells. You may control up to 1 +1per 5 levels objects or foes to a maximum of 5. If the puppet master must weild a weapon they must release control of all puppets.

All artificial puppets have 0 intelligence, 0 wisdom and are immune to charm, poison, psionics, and sleep. The puppet may be made of various materials such as porcelain, wood, bamboo, metal, or adamant. Porcelain has the lowest AC of 10 but have magic resistance. Wood and bamboo have moderate AC 14 but are cheap and readily available. Metal and Adamant have the highest AC 17 but rare. The DM and player may decide the remaining stats of artificial puppets.

Channel Magics

Starting at 6th level the Puppet Master may cast their own spells through their puppets regardless of the capabilities of the puppet being controlled. Spell slots are consumed normally and any action required to cast a spell will be performed by the player and the puppet becomes the progenitor of the spells effects. Or, if the Puppet Master is inclined may target the puppet for a spell.

Prosthetic Upgrades

Starting at 14th level and every level after a Puppet Master may begin to experiment on their own body to replace body parts or add mechanical prosthetic to gain added effect. For convenience sake your modifications will appear as a normal prosthetic when not in use. The DM and player should discuss what materials should be used to create each prosthetic.


 Body Modification (maximum of 1)

  • Mechanical Spider Legs: Once per long rest as an action you gain spider climb for 1 hour.
  • Mechanical Wings: Gain a flying speed equal to your walking speed.
  • Skin Graph: Magic resistance.

 Prosthetic Organs (maximum of 2)

  • Artificial Liver: Poison resistance.
  • Artificial Lung: Water breathing.
  • Artificial Stomach: You only have to eat once per week.
  • Prosthetic Ears: Keen sense for hearing.
  • Prosthetic Eyes: Darkvision. Once per long rest as a bonus action you may active one of your eyes to gain 1 minute of true sight. The eye used is blinded and must be replaced.

 Prosthetic Hand (maximum of 1)

  • Grappling Hook: As an action your hand can transform into a grappling hook for your mechanical wrist to real you or whatever you are grasping onto in. While using your grappling hook as an action you gain proficiency in athletics and acrobatics.
  • Prosthetic Tools: Your prosthetic fingers have been equipped with tools. You may choose 1 between the thieves tools, tinkerers tools, poisoners kit, or weavers tools.

 Prosthetic Arm (maximum of 1)

  • Concealed Blade: As an action you may make a melee attack dealing 1d6 slashing damage and apply the poisoned condition on a failed constitution save.
  • Concealed Canon: As an action you may make a ranged attack to fire a canon dealing 2d6 budgeoning damage
  • Concealed Crossbow: As an action you may make a ranged attack to fire darts dealing 1d8 piercing damage and apply the poisoned condition on a failed constitution save.
  • Deployable Shield: Your arm may act as a shield of +2 AC.

 Prosthetic Legs (maximum of 1)

  • Enhanced Leap: +5 jump height and reduce fall damage of up to 30ft by half.
  • Enhanced Movement: +5 movement speed.

Living Doll

Starting at 18th level a Puppet Master is capable of collecting small, medium, or large cadavers to convert into a specialized puppet called a Doll. The cadaver must first be in good condition. If a limb is lost it must be replaced, however, if more than 50% of the body is missing the conversion process will fail. To start the body will need to be embalmed. All organs are to be removed. The bones or exoskeleton; grafted with mechanical part to allow for more refined controll over the Doll. Finally the removed organs will be used as material components to cast the 8th level spell Living Doll that is granted at 18th level.

If the spell should fail the components will ignite and be hurled towards the cadaver to be set ablaze. If the spell is a success the Puppet Master will tether its magical string onto and throughout the newly created Doll. For all intents and purposes the Doll becomes a copy of the original creature under total control of the Puppet Master. If the creature was capable of casting spells before death then it will be able to cast spells as a Doll. If the Doll is humanoid it may be equipped with any items that the original was proficient with. While controlling a Doll a Puppet Master may not control any other puppets or Dolls, however, they may control and interact with objects such as weapons, potions, doors, levers, etc. The DM and player may determine the stats of the Doll, however, the Doll will have 0 intelligence, 0 wisdom, and will be considered an inanimate object.

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